Bite: Gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. 1d3 for medium. (B/S/P)

Languages: Common (bonus) and draconic.

Paladin Abilities:

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

TAKEN at Level 3• Fatigued: The target is no longer fatigued.

• Shaken: The target is no longer shaken.

• Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

• Dazed: The target is no longer dazed.

TAKEN at level 6• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

• Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.

• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.

• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.

• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.

TAKEN at level 9• Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

• Blinded: The target is no longer blinded.

• Deafened: The target is no longer deafened.

• Paralyzed: The target is no longer paralyzed.

• Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Skilled Rider (Ex and Su): At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws. This ability replaces divine health.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

The mount bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Iomedae
The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:

• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.

• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.

• I am the first into battle, and the last to leave it.

• I will not be taken prisoner by my free will. I will not surrender those under my command.

• I will never abandon a companion, though I will honor sacrifice freely given.

• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.

• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.

• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.

• I will suffer death before dishonor.

• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.

Dangerously Curious (Use magic device +1 and class skill)
A Holy Beacon (Iomedae): An overwhelming amount of death occurred the day a generation of lizardfolk were killed in their eggs. You have focused your training as a paladin of Iomedae against the undead. You gain +1 to hit vs all undead.

When you get past the fact that you are looking at a lizardman, you realize that Justin is dressed and acts like a "civilized human". His dress is that of a nobleman with the sword of Iomedae prominently embroidered on this jacket. He speaks the common tongue with no problem. His mannerisms are decidedly human except for a frequent compulsion to wet his skin with water from his waterskins at times. He is friendly and likeable, and his lack of any human guile in his eyes and actions can be quite endearing.
If you look at Justin dressed for battle, he looks like a human knight. He wears a full suit of plate armor and carries a greataxe. When Justin fights you notice he has an open faced helmet and his fighting style is quite brutal.

Background:

Sluuth was born in the Twisted Branch of the Mushfens tribe. He would have lived his entire life in a small marshy area completely content, except for the 'Wormblight". Ravenous green worms infested an entire generation of eggs in all the lizard tribe hatcheries for miles around. To save the tribes from extinction, many young male warriors left to find a solution outside the fens and marshes.
Sluuth was found exhausted and starving by a traveling bard and brought to a large city. As Sluuth recuperated he noticed many of the benefits of civilization. When he was able to learn the common tongue, he went to the city square to hear the priests talking about the strange human gods. Although bored with most of the speeches, something about the priest of Iomedae spoke to him. Following the priest back to the temple he would not leave until taught the basic tenents of Iomedae. As a warrior with a strict code, the concept of justice and valor were natural extensions of his core beliefs and completed his understanding of what was meant for him.
After months spent perfecting the common language and learning the ways of Iomedae, Sluuth converted to Iomedae and became a paladin. He chose a human name and was assimilated into human culture. He took the name Justin D'rite as his 'civilized' name, for Sluuth sounded too barbaric. He believes some day he will return to do his tribe a service, but for now he must follow the directions of Iomedae. He is fascinated with magic devices from his sheltered upbringing.

character goals:

Exotic mount, preferrably flying
Bracers of the merciful knight
Helm of brilliance
Holy weapon (2-hander prefered, but he is not picky)
Justin aspire to permanently change into a angelkin aasimar or human as he feels the need to be 'more human'